Tuesday, January 9, 2007

New Script Ideas!

As always, I take request. So this post is for any ideas for scripts you have. I do whatever interest me or could serve as a benefit for the community.

So just ask. I am at your service.

Later,
Seph

10 comments:

Anonymous said...

It's the first visit on your site and
an idea might be the FF8 Junction system.
See this
:http://www.dubealex.com/asylum/index.php?showtopic=15522

Well that is an AWESOME script idea!
Just think buddy, equipping skills to increase your stats and more other stuff! How about that idea? That's a really great one and i'm sure this will be your second great script success after the birth of Materia script.
Hope you do it soon. As it seems exciting for some.
Everyone talks about it, so why not make it? It's just an idea...

~Leonhart's

Gubi said...

I would like to see a FF6 style esper system or other, but similar function. I have created one that is basically that, but I am having trouble implimenting this into the battle system. Any help would be appreciated. Do you have a location here I can post the script too?

Buzz said...

What about a breath of fire III Accession system? A character can transform into another stronger character, it stays with the same SP and the transformation takes SP every turn, when you run out of SP the transformation is over and you go back to normal form. When the accession form character dies, the character just go back to normal again, with the same hp he used to have before the accession.

you could even add more accession modes to choose, SP based like the one i described. "Limit break like" accession in which u can only transform if a a bar is full and the bar augments when the character is hit. Turn based accession, after 4 turns, the accession becomes usable but it only lasts 2 turns.

The accession monster would get stronger as the character grows stronger

Buzz

Anonymous said...

I am working on a junction / esper system. No idea when it will be complete, but I will be sure to share it with everyone.

I do like the ascension idea. That shouldn't be anything too difficult actually. I will add it to my list of things to do.

~ Seph

Anonymous said...

Yay!! :D

Buzz

Anonymous said...

I would suggest a small change to your scroll status display. It gets a little annoying to see [Normal] constantly scrolling across the screen, so maybe you could make it stationary when your status is normal or you're only afflicted with one.

Anonymous said...

@Bearcat : Not a bad idea. I am thinking about adding icons as well to it, just for some added effects.

~ Seph

Anonymous said...

Why do you make a reescripting of the SG Event/Quest Icon... because causes a lot of lag and its incompatible with the SDk...

thanks

Anonymous said...

I plan to. Actually, it's basically done. It's a cross of the Event Text Display and the Icon Display as well.

~ Seph

Xelias said...

If you take requests, here it is :
Card Battle System.

Explanation : The game's goal is to deplete your opponent's Life Points (How original...) Both players have a Deck of 20-40 cards. Each card is a Combo, a Finisher or a Counterattack.

Combos are attacks that inflect 1 damage to the opponent's LP. They may activate effects.

Finishers inflect 2 damages to your opponent's LP, but they end your turn. They may activate effects.

Counterattacks are triggered by the opponent's actions and activate various effects

You begin by drawing 5 cards. You can play as many combos as you want as long as you have a finisher in your hand. If you don't have a Finisher in your hand, skip your turn. During the beginning of each of your turns, you draw 1 card. "Played" cards go to the "Discard Pile".

You can skip 1 turn to "Reload" ten cards - which means take ten random cards from your Discard Pile and add them to your Deck.

There is also a "Combo Gauge". It fills with every combo and empties at the end of your turn.

Card Effects should be customizable. There would be the possible commands : Either player draws a card, discards a card from his/her Hand or Deck, loses or gains LP, increase or decrease Combo Gauge, Reload 1 selected card from either player's Discard Pile or Hand...

Counterattacks should react to a selected category of cards (a Combo, Finisher of even another Counterattack) They would have all of the effects above as well as the power to negate the Countered Card.

Some cards should have conditions of activation such as "If combo gauge is higher than ..." or "If the number of cards in your Discard Pile is higher/equal/lower than ..." or "If you have more than ... cards in your hand" or whatever.

Card Exemples :

Burning Strike
Finisher
Effect : If the Combo Gauge is higher than 3, inflect 2 more damage to your opponent's LP

Phoenix Blade
Combo
Effect : Increase the Combo Gauge by 1 more point.

Reversal of Fate
Counter
Counter 1 Finisher. Empty the Combo Gauge before the Finisher's effect applies.

FINALLY FINISHED ! Yes I know, it is quite megalomaniac... And it wouldn't "help the script community" as I would be the only one to like it... If you don't want to, which is understandable, forget this post. You have no reasons to do it, maybe except because it is a challenge for you. But, whatever you choose, I would like you to answer me quickly.

Xelias